Alpha Run Pantheon

From UtterChaos
Revision as of 12:30, 1 February 2008 by Chadius (Talk | contribs)

Jump to: navigation, search

Overview

In Alpha Run, many religions lost divine power up until recently. People may not respect clerics because they were not always powerful. Or they may be frightened of the clerics' never before seen abilities.

The domains are listed in order of the gods' preference. For example, Virton's most important aspect is good. Most of his clergy have good as one of their domains. There are two exceptions. Laniss's domains are equally like are equally di have a roughly equal distribution of her domains. The other is Homani; Clerics are equally likely to choose an elemental domain as they are to choose Animal or Weather.

Some of these domains are listed in Deities and Demigods. Ask the DM for details.

Name AlignFavored WeaponDomainsSymbol
AtmalLESickleDestruction, Magic, Knowledge, MysticismGlass Eye
AvaseCEGreat axeDestruction, Madness, Chaos, BeastmasterMutated Hand
BinnellNGShortspearMagic, Protection, Madness, Mysticism, InquisitionGlitter Globe
GyvenLNLight MaceLaw, Liberation, Inquisition, KnowledgeMagnifying Glass
HirasCGDaggerCharm, Trickery, Liberation, CeleritySmile
HomaniNScimitarEarth, Fire, Wind, Water, Animal, Plant, WeatherTwig of Homani Bush
LanissNScytheDeath, Repose, Healing, DestructionScale
LanissNEScytheDeath, Destruction, PestilenceRed Blade
LanissNGScytheRepose, Healing, SunFeather
LemaniCNQuarterstaffTravel, Luck, Weather, KnowledgeHandful of Straw
NirsiNGHeavy MaceCommunity, Good, ProtectionHandshake
SimayeLEMorning starWar, Evil, Nobility, DominationIron Fist
VirtonLGLong swordGood, Law, Glory, StrengthLightning Halo
ZylathaNEShort swordEvil, Charm, Trickery, Domination, MindRose



Weapon of the Deity Effects

For those who use the Weapon of the Deity spell,

(Copied from Defenders of the Faith, page 92)
Weapon of the Deity
Transmutation
Level: Clr 4, Mysticism 4, Pal 4
Components: V, DF
Casting Time: 1 action

Range: Personal
Target: Your Weapon
Duration: 1 round/level

You must be using your deity's favored weapon to cast this spell. You may use the weapon as if you had proficiency with it even if you don't. The weapon gains a +1 enhancement bonus on attack and damage rolls and an additional special ability (see the list). A double weapon gains this enhancement bonus and special ability for only one of its two heads, as chosen by the caster.

When you reach 9th caster level, the enhancement bonus of the weapon increases to +2. At 12th level, the bonus rises to +3, at 15th level it is +4, and at 18th level it is +5.

GodAbility
Good+1 frost warhammer
Evil+1 mighty cleaving light flail
Neutral+1 defending heavy mace
Law+1 flaming longsword
Chaos+1 shock battleaxe



GodAbility
Atmal+1 Frost Sickle
Avase+1 Mighty Cleaving Greataxe
Binnell+1 Spell Storing Shortspear
Gyven+1 Shock Light Mace
Hiras+1 Returning Dagger
Homani+1 Keen Scimitar
Laniss N+1 Defending Scythe
Laniss NE+1 Mighty Cleaving Scythe
Laniss NG+1 Keen Scythe
Lemani+1 Spell Storing Quarterstaff
Nirsi+1 Defending Heavy Mace
Simaye+1 Frost Morningstar
Virton+1 Shock Longsword
Zylatha+1 Throwing/Returning Shortsword

Deity Descriptions

This describes the aspects of the deity in detail.

Atmal

Atmal searches for the anti-life spell. She believes this spell will allow her to destroy anything and anyone she desires, allowing her to rule over all. Her clerics aid her, with promises of great rewards in the afterlife. Her clerics are urged to discover the weaknesses of others and use it to destroy them in one fell swoop. They carry glass eyes as their holy symbol.

Avase

Avase believes that his followers should become powerful fighting machines capable of rending anything limb from limb. His clergy perform heinous experiments to graft arms, claws, and wings to themselves (and anyone they capture.) They are famous for their random and bloody rampages across the countryside. They are easily recognized by their religious symbol - a severed foot with a hand grafted onto it.

Binnell

Binnell believes in the power of magic above all else. Her clergy encourage other spell casters to show their superiority above physical fighters. The temples' libraries have an immense amount of information on magic and magical processes. Her clerics carry around small, glittering globes as their holy symbol.

Gyven

Gyven believes that secrecy is the first step to corruption. He strives to investigate and discover all of the aspects of everyone's life. His clergy serve as investigators, interrogators, and judges. They use magnifying glasses as their symbol.

Hiras

Freedom and love are Hiras' two main goals. She also advocates helping those in need of help. Her clergy frequently disobey the law (all that order stuff gets in the way) so they meet during parties. Clergy use a circular cloth with a smile as their symbol.

Homani

Most druids say that Homani is the patron of nature. They credit him for making sure that animals adopted and modified themselves to meet their local environments. A small twig from a Homani Bush is enough to channel holy (or unholy) energy.

Laniss

Laniss controls the forces of life and death. Her clerics always claim that neither phenomenon could exist without her help. Because of their varied differences, her clergy has been split between advocating life and death.

Those who celebrate life use a feather as their holy symbol and often work as midwives, fertility specialists, and caretakers. Those who use the red blade as their symbol concentrate on the death aspect. Some of them become executioners. The ones who use the scale as their symbol try to balance life and death.

Laniss' clergy seem to be the only ones who retained their divine power after the Wailing Night. So they retained a lot of power and respect over the years.

Clerics of Laniss are granted different domains and different undead-handling abilities depending on which faction of Laniss that they follow. Those of the feather group can turn and control undead. Those of the red blade group can rebuke and command undead. Those of the scale can perform either one (they decide which option when they begin their clerical training and can never perform the other option.)

Lemani

Lemani encourages his followers to learn about their world. His clergy usually wander around the world, writing about their travels. Druids get along well with them because the clergy learn how to survive (and appreciate) the wildlife. They use a handful of straw as their holy symbol.

Nirsi

Nirsi aims toward building and maintaining communities. She also advocates self-defense against foreign invaders. Many families give praise to her, often before their daily dinner. Nirsi and Virton are married, so their temples often cooperate. Her symbol is a handshake.

Simaye

Simaye believes the strong and the insightful should rule. Her temples more resemble fortresses than temples. The clerics usually have great political power, and are often leaders of towns. Simaye's younger brother Virton is her sworn enemy, and battles between the two temples are very bloody. She uses an iron fist as her symbol.

Virton

His goals include protection of the innocent and weak, smiting evil, and aiding those in need. His wife is Nirsi, who was formerly mortal, and their churches try to cooperate as much as possible. His symbol is a halo made of lightning.

Zylatha

Zylatha is incredibly manipulative. He (and his clerics) prefers to trick rather than fight, and "receive" rather than "force" items away from people. He deceived many of the good gods for quite some time, and tricked many good people into worshipping him. Once he was discovered, many of his "true" followers began to live in secrecy. They all wear Zylatha's symbol, though - a rose.